65 lines
3.0 KiB
C
65 lines
3.0 KiB
C
float shadowFactor( const Light light, float def );
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void lambert() {
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// outcoming light from surface to eye
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const vec3 Lo = normalize( -surface.position.eye );
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// angle of outcoming light
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const float cosLo = max(0.0, dot(surface.normal.eye, Lo));
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for ( uint i = 0, shadows = 0; i < MAX_LIGHTS; ++i ) {
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#if BAKING
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// skip if surface is a dynamic light, we aren't baking dynamic lights
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if ( lights[i].type < 0 ) continue;
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#else
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// skip if surface is already baked, and this isn't a dynamic light
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if ( surface.material.lightmapped && lights[i].type >= 0 ) continue;
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#endif
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// incoming light to surface (non-const to normalize it later)
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// vec3 Li = lights[i].position - surface.position.world;
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vec3 Li = vec3(VIEW_MATRIX * vec4(lights[i].position, 1)) - surface.position.eye;
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// magnitude of incoming light vector (for inverse-square attenuation)
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const float Lmagnitude = dot(Li, Li);
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// distance incoming light travels (reuse from above)
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const float Ldistance = sqrt(Lmagnitude);
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// "free" normalization, since we need to compute the above values anyways
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Li = Li / Ldistance;
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// attenuation factor
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// const float Lattenuation = 1.0 / (1 + (PI * Lmagnitude));
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const float Lattenuation = 1.0 / (1 + Lmagnitude);
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// skip if attenuation factor is too low
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// if ( Lattenuation <= LIGHT_POWER_CUTOFF ) continue;
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// ray cast if our surface is occluded from the light
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const float Lshadow = ( shadows++ < MAX_SHADOWS ) ? shadowFactor( lights[i], 0.0 ) : 1;
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// skip if our shadow factor is too low
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// if ( Lshadow <= LIGHT_POWER_CUTOFF ) continue; // in case of any divergence
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// light radiance
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const vec3 Lr = lights[i].color.rgb * lights[i].power * Lattenuation * Lshadow;
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// skip if our radiance is too low
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// if ( Lr <= LIGHT_POWER_CUTOFF ) continue;
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// halfway vector
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const vec3 Lh = normalize(Li + Lo);
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// angle of incoming light
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const float cosLi = max(0.0, dot(surface.normal.eye, Li));
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// angle of halfway light vector
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const float cosLh = max(0.0, dot(surface.normal.eye, Lh));
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/*
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const vec3 Liu = vec3(VIEW_MATRIX * vec4(lights[i].position, 1)) - surface.position.eye;
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const vec3 Li = normalize(Liu);
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// const float Lattenuation = 1.0 / (PI * pow(length(Liu), 2.0));
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// const float Lattenuation = 1.0 / (1 + (PI * pow(length(Liu), 2.0)));
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const float Lattenuation = 1.0 / (1 + pow(length(Liu), 2.0));
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const float Lshadow = ( shadows++ < MAX_SHADOWS ) ? shadowFactor( lights[i], 0.0 ) : 1;
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if ( lights[i].power * Lattenuation * Lshadow <= LIGHT_POWER_CUTOFF ) continue;
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const float cosLi = max(0.0, dot(surface.normal.eye, Li));
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const vec3 Lr = lights[i].color.rgb * lights[i].power * Lattenuation * Lshadow;
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// const vec3 Lh = normalize(Li + Lo);
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// const float cosLh = max(0.0, dot(surface.normal.eye, Lh));
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*/
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const vec3 diffuse = surface.material.albedo.rgb;
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const vec3 specular = vec3(0);
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surface.light.rgb += (diffuse + specular) * Lr * cosLi;
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surface.light.a += lights[i].power * Lattenuation * Lshadow;
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}
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} |